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Messages - Tirion

Pages: [1] 2 3 ... 155
1
DF Dwarf Mode Discussion / Re: What's changed since Wheelbarrows?
« on: December 13, 2017, 06:14:24 pm »
Also, weapons in weapon traps now degrade and cause crashes. Or was that patched?

2
DF Dwarf Mode Discussion / Re: No wood what to do?
« on: November 14, 2017, 08:31:01 am »
I like to give the Elves lots of cheap to produce high quality stuff (bone crafts, green glass trap components, copper/lead goblets etc, depending on which dwarf has a mood first), and they bring shitloads of high value exotic animals back to me, not to mention the food (brewing exotic booze is good for morale) and the occasional clothing.

That being said, lavish meals made of war unicorn meat are also good.

3
DF Dwarf Mode Discussion / Re: temple?
« on: November 14, 2017, 08:18:00 am »
I'd forgotten about designating the content of engravings. I'm adding that to my routine.

Holy shit you can do that now? This changes everything.
...well, it will when the update fixing the weapon trap crashes comes out, for me :P

Say, is it possible to add several zones to the same location, making multi-story temples? Basement catacombs and all that?

4
DF Dwarf Mode Discussion / Re: temple?
« on: November 13, 2017, 04:28:56 am »
After the first autumn caravan, I make a generic temple using a table in an empty room, then sometime in the next couple of years, it is upgraded with rows of masterwork deity statues and coffins, so all of the temple traffic is forced to walk by them to pray.
Spoiler (click to show/hide)
What's the table for?

Altar, I'd guess.

5
DF Gameplay Questions / Re: Magma Chambers
« on: November 12, 2017, 08:17:07 am »
Last I checked, raising bridges a.k.a. atom smashers could do all the functions of floodgates without getting jammed by seeds.

6
Masterwork DF / Re: Getting back to this game and mod - some questions
« on: November 11, 2017, 05:42:15 am »
Another question, where do I make bone meal?

EDIT: found it in the kiln.

7
Masterwork DF / Getting back to this game and mod - some questions
« on: November 09, 2017, 05:31:25 am »
I returned to this game and mod after years of hiatus, and I have a few questions:

-Where can I see which animal does what? I remember a spoilery article on plump helmet men and the other added pets like shaggy badgerdogs somewhere, but for the life of me I can't find it again. I remember that Cragtooth Boar can be sheared for ivory, Shaggy Badgerdog and Bearded Cavernkeet for wool, and Leatherwing Bat for skins, but what are wyverns and drakes good for?

-Where do I turn off dwarven castes and what buildings should I also disable?

-Which tileset has actual sprites for the new pets? I tried Phoebus but it doesn't.

-Where can I find info on the plants that were added? I have very little clue about what a Deep Galena is, for example.

8
It's been a while since I played. What's the corect course of going from the MW launcher to playing? Create new world with advanced parameters seems like that at first, but night reature count doesn't seem to match...


9
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: December 04, 2016, 03:12:25 am »
Never mind, wrong forum.

10
Must...resist...making...lawyer jokes...  :D

11
I think you need to thing a few other things through first, though:
- As far as I understand from the forum, megabeasts are bugged when it comes to military personnel and can attack those as well as caravan guards even if trained. I'd recommend checking those issues out before having it guarding your commander...
- You probably should go for an adamantine chain also for the reason that a steel one might melt as collateral damage if the dragon attacks something else.
- How do you intend to set up the cage arrangement? You certainly can't go up to the dragon and set up a cage after it has reverted to wild... If you can hook a chain to a lever (I've never tried), I'd consider setting up a trap on the (single) path out from where it's kept, and pull the lever to let it capture itself when it has reverted.

Cave dragon. No megabeas, no fire. It could even be bred, for domesticated hatchlings.

12
DF Gameplay Questions / Re: Do dwarves trigger your own traps?
« on: April 27, 2016, 03:48:44 am »
You also want to avoid having hunters, or a general lack of beds. Last I checked, sleeping dwarves also trigger all traps, and they will go to sleep on the floor even if it has 10 serrated steel disks in a trap on that tile.

13
... more farms?

14
DF Gameplay Questions / Re: armored goblins
« on: April 23, 2016, 05:49:46 pm »
Training weapons are effective, in dodge-me traps. Getting hit by a stick: harmless. Falling 20 z levels after dodging it: that's gonna hurt.

15
Masterwork DF / Re: Advanced metals in reborn
« on: November 04, 2015, 08:27:37 pm »
- Raging Volcanic, stats are reduced by 20%, magma hot at all times

Brace yourselves, micromanagement with fireproof gloves is coming.  :P

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